Connect shadow style attributes to renderer

bug:15859361

Moves lighting info out of StatefulBaseRenderer, since it's not useful
at record time, and only used by OGLR.

Change-Id: I7ab065d02d9304afad1dc4c48597a7a621366f8e
diff --git a/libs/hwui/OpenGLRenderer.h b/libs/hwui/OpenGLRenderer.h
index 4e7844b..f698b45 100755
--- a/libs/hwui/OpenGLRenderer.h
+++ b/libs/hwui/OpenGLRenderer.h
@@ -124,6 +124,8 @@
     virtual ~OpenGLRenderer();
 
     void initProperties();
+    void initLight(const Vector3& lightCenter, float lightRadius,
+            uint8_t ambientShadowAlpha, uint8_t spotShadowAlpha);
 
     virtual void onViewportInitialized();
     virtual status_t prepareDirty(float left, float top, float right, float bottom, bool opaque);
@@ -1010,6 +1012,12 @@
 
     bool mSkipOutlineClip;
 
+    // Lighting + shadows
+    Vector3 mLightCenter;
+    float mLightRadius;
+    uint8_t mAmbientShadowAlpha;
+    uint8_t mSpotShadowAlpha;
+
     friend class Layer;
     friend class TextSetupFunctor;
     friend class DrawBitmapOp;